• Title/Summary/Keyword: FUN12

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Design and Application of a Visual Experience Game in Game Mathematics (게임수학 시각체험 게임 설계 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1504-1512
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    • 2018
  • The purpose of this study is to design and apply a simple game that can visually experience basic concepts of game mathematics in order to teach game mathematics effectively. To do this, simple games linked with game mathematical theory are to be developed by utilizing the functions provided by Unity so that students could actively learn game mathematics. To demonstrate the plausibility of this approach, "Bouncing Ball Game" was developed to understand the concept of periodicity of trigonometric functions. As a result, students were able to effectively learn how mathematical concepts related to ball movements applied to the game.

A Study on the Design Method of Children's Food Packaging Based on Emotional Interaction

  • Yu Lu
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.116-122
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    • 2024
  • The growth of the national economy and the improvement of household consumption have had a profound impact on the design of children's food packaging. As household economic conditions improve, children's consumption needs and habits are becoming more diverse. Especially in the field of children's food, food packaging still plays a key role, not only to protect the freshness and safety of food, but also to create a pleasant and fun emotional atmosphere in the minds of children. The aim of this study is to explore the close link between emotional interaction and the children's food market, and to study approaches to children's food packaging design to provide beneficial insights to promote sales and meet changing consumer needs.

Development of an Automatic Tempo-Regulating Smartphone Application Using MIDI Playback Functions For Musical Instrument Practice (스마트폰 MIDI 재생 기능을 활용한 속도 증가 악기 연습 애플리케이션 개발)

  • Shim, In-Sup
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.143-150
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    • 2019
  • Playing musical instruments has long been a hobby enjoyed by many, whether amateur or professional. However, a lot of long and arduous practice is required if one wants to acquire the skills of musical artist and truly enjoy the pleasure of playing. This repetitive and tedious practice is often a hindrance to the process of learning a musical instrument, and numerous educators have put a lot of research and effort into making the process easier and more fun for students. In addition, various media practice tools are being developed to keep the students engaged and having fun. The core elements of this content primarily include controlling the speed of backing tracks in accordance with the skill level of students and providing a backing ensemble that enables them to enjoy the fun of playing. This paper studies and compares various MIDI playback techniques capable of controlling speed and pitch in smartphone applications. Modern applications of these techniques are seen in music educational contents, as well as entertainment contents. It also discusses the development and launching of Upbeat, a drum-loop metronome that automatically increases speed by applying different techniques to its respective smartphone operating systems, Android OS and iOS.

A Study on the Code of Pop. Art in Modern Style of Clothing -Since the Early of the 2000's- (현대복식에 나타난 팝아트 요소의 코드화 -2000년대 초기를 중심으로-)

  • 위재선;나수임
    • The Research Journal of the Costume Culture
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    • v.12 no.3
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    • pp.441-454
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    • 2004
  • This article aimed at semiotically analyzing and encoding the characteristics of Pop. Artistic style of a dress in the 2000's, and understanding social and cultural meaning to characteristics revealed at modern style of a dress. As research methods, Pop. Art factors were adjusted to non-individuality, openness, eroticism, parody through precedent research comparing and considering Pop. art, and 61 photos were selected, and they were analyzed into signifier and signified. It's analysis results are as follows. Non-individualistic image revealed modern style of a dress was intensively indicated at the pattern aspect of Pop. Art style of a dress, and any remarkable characteristics were not shown at the form aspect. Non-individuality was actively and progressively expressed due to the effect of the 2000's trends to pursue of frank desire, artistic and sensual life. For open image revealed at modern style of a dress, the characteristics were intensively highlighted at the details and accessories of style of a dress, and at the details and accessories of style of a dress, and at textile and pattern aspect, and notable signifier did not turn up. Pop. Artistic eroticism in the 2000's could be seen to unconditionally expose, or commercialize sex, but fashionably and gorgeously re-interpret it, which was found that the expression to women was changed in a free and emotionally-oriented way by the influence of feminism, expansion of feministic thought and optimism on New-millenium. At parody, simple and humorous parody rather than deep intended or heavy mattered one was seen, which means the effect of the 21st culture pursuing pleasure, fun and humor appeared as an positive parody phenomenon. It is found that the Pop. Art style of a dress in the 2000s shows up as a feministic, bright, cheerful Pop. Art in that it creates exaggerated harmony mixed with decorativeness ad functionalism, and pursue for frank desire and reflects optimistic trend of New Millenium seeking for fun and humor.

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Development of the Educational Program for Korean Traditional Food Culture for the Elementary Students (초등학교 고학년을 대상으로 한 한국 전통음식문화 교육 프로그램 개발)

  • Yang, Il-Seon;Jeong, Hye-Gyeong;Jang, Mun-Jeong;Cha, Jin-A;Lee, So-Jeong;Jeong, Ra-Na;Park, So-Hyeon;Cha, Seong-Mi
    • Journal of the Korean Dietetic Association
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    • v.12 no.2
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    • pp.127-145
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    • 2006
  • The purpose of this study is to develop an educational program for Korean traditional food culture, which is consisted of diverse activity factors and educational contents of the elementary students, and to transfer Korean traditional food culture to the next generation effectively. We have developed the program on the basis of FIB(Fun Integrated Behavior) approach derived from the activity-based education theory. This program is consisted of 32 subjects related with Korean traditional food culture, which is planned to perform in special activity classes for 2 semesters. An instruction guidebook for teachers and a workbook for students have been also developed. The traditional food culture educational program which is developed in this study could be used as a practical educational tool in 'dietary life and culture class' or 'special activity class' which is recently being introduced as the nutrition education curriculum in the elementary school. Furthermore, we expect this program to be able to contribute to transferring Korean traditional food culture to the next generation and reinforcing the elementary schoolers' diet behavior through inspiring them with a realization of the superiority of Korean traditional food culture.

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An Empirical Study for the Effects of Game Characteristics on Emotion and Customer Satisfaction in Game Portal Site (게임 특성이 게임포털 사이트에 대한 감정과 고객만족에 미치는 영향에 관한 연구)

  • Kim, Eun-Jung;Jang, Hyeong-Wook;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.5
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    • pp.23-38
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    • 2007
  • Since the players in online games seek fun, emotional aspects may be important factors in the pleasure-oriented information systems. This study attempted to verify the effects of characteristic factors of games (fun, challenge, compensation, and diversity) on emotion and customer satisfaction in game portal sites. The study established the research model on the foundation of precedent researches related to online games, emotion, and customer satisfaction. The study conducted online and offline survey on individuals with experiences in using online game portal sites. 206 samples were used to test the research hypotheses. By using Structural Equation Modeling, The study found the following results. First, it was revealed that characteristics of games had positive effects on emotion in game portal sites and indirect effects on user satisfaction. Second, the study analyzed the difference between low user group and high user group. It was revealed that the characteristics of games had positive effects on emotion in the low user group, but only challenge factor influenced on emotion in the high user group.

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An Analysis of Fun Distance of Visually Impaired School Physical Education Program (시각장애학교 체육프로그램의 재미거리 분석)

  • Shim, Ji-Hoon;Lee, Seung-Chan;Her, Mun-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.181-192
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    • 2019
  • The purpose of this study is to look at the fun that high school students from blind schools feel in sports programs. A questionnaire was used to collect data from 10 out of 12 blind schools nationwide, including 122 male and 102 female students. Research tools are open questionnaires and questions are as follows. - Questionnaire: "Write down three of the most interesting things about sports programs." The data analysis was done with frequency analysis and the following conclusions were drawn. First, male high school students at blind schools are able to build up their physical strength in the area of competent factors (control-self) (23, 21.5%), in the area of competent factors (7, 77.8%) and in the area of motion-related factors (competition) (24, 15.1%), and in the area of non-execution factors (26, 37.7%), Second, high school girls with visual impairments did not respond in the areas of proficiency (control-self) because of stress release (25, 26.6%), in the areas of control-tain), in the areas of movement (competition) because they were able to do various exercises (22, 15.7%), and in the areas of non-watering (environmental) (18, 37.5%). Third, in the sports program comparative analysis of high school students between genders of blind schools, boys are interested in health and physical fitness in the field of competent factors (control-self) and girls are considered to be a means of relieving stress. In the field of competent factors (control-others), boys and girls can react to a variety of sports opportunities. In the future, by studying the fun of students in the physical education program through research to find out more fun in the school physical education program, we will explore practical ways to maximize student participation and increase motivation level The educational aspect of the process, that is, the educational value provided by the physical education, should be composed of content that can change the thinking and behavior of the teacher and the student so that the program contents and operation method.

A Comparison of Two English Reading Classes: With a Focus on Cooperative Learning

  • Suh, Jae-Suk
    • English Language & Literature Teaching
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    • v.12 no.3
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    • pp.79-98
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    • 2006
  • As one way of changing a teacher-fronted, grammar-based reading class into a meaningful, fun-creating one, this paper compared teacher- fronted reading with student-centered reading framed upon cooperative learning. In a study in which each type of reading method was conducted for college students in an EFL reading course for a period of one semester, data were gathered via questionnaires. The results showed that though each type of reading instruction came with its own strengths and weaknesses, student-centered reading instruction was preferred for various reasons. Most important, through an active participation in cooperative work, subjects were motivated and interested in L2 reading much, were exposed to various reading strategies and skills, and practiced them in a friendly, low-anxiety learning climate.

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A Full Rate Dual Relay Cooperative Approach for Wireless Systems

  • Hassan, Syed Ali;Li, Geoffrey Ye;Wang, Peter Shu Shaw;Green, Marilynn Wylie
    • Journal of Communications and Networks
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    • v.12 no.5
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    • pp.442-448
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    • 2010
  • Cooperative relaying methods have attracted a lot of interest in the past few years. A conventional cooperative relaying scheme has a source, a destination, and a single relay. This cooperative scheme can support one symbol transmission per time slot, and is caned full rate transmission. However, existing fun rate cooperative relay approaches provide asymmetrical gain for different transmitted symbols. In this paper, we propose a cooperative relaying scheme that is assisted with dual relays and provides full transmission rate with the same macro-diversity to each symbol. We also address equalization for the dual relay transmission system in addition to addressing the issues concerning the improvement of system performance in terms of optimal power allocations.

Plan of Sapti Community Garden-Park by Design Charrette

  • Lee, Kyoungjin;Sung, Junghan
    • Journal of recreation and landscape
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    • v.12 no.4
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    • pp.79-90
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    • 2018
  • Yesan-gun was selected to receive a "Village Community Garden Project" in 2018 to foster a sense of community and improve the urban landscape by working with neighbors to create a happy living space for residents. Yesan-gun selected Sapti Park, located in Yesan-eup, as the project site. The project was carried out through the design charrette method (an intense period of collaborative creativity) to allow residents to propose and design park concepts themselves for the community garden construction project to ensure that that the park facilities would provide something for everyone to enjoy. This study followed the actual design project that actively introduced the design charrette in planning the community garden, describing the entire design process from planning to construction and revealing how the opinions of residents were projected onto the design drawings. The purpose of the project was to advance user-participation design methods by reviewing the progress of the design charrette process and to examine how storytelling, the act of conveying ideas through a fun and persuasive story, transformed the plans for the community garden.